pumaman83, if your deck is so bad that you were planning on depending on this card by itself, you sorely lack creativity. Anything dangerous enough to force a removal is alright by me, and late game, this can come out of nowhere an finish an opponent. Well, not really nowhere. I'm sure they were watching it slowly become enormously deadly.

For some perspective, if you're using a burn deck, where this would belong, by turn 13 you have about 9 lands and probably nothing in your hand but low cost burns. If this card, left on the field that long, ISN'T enough to finish your heavily burned opponent off, you, my friend, have failed miserably. Not the card.

Edit: Actually, I suppose you could build a deck solely out of this card so long as you had protection for it. Couple 4 o' these with blue for counters, or white for autocard multiverseid="19056... (see all)

EDIT:Shrine of Burning Rage. Now I've stopped using it. Pumaman's right, this card is bad, I know from using it way longer than I should have. The deck that was using it won, just never with this card.

For some prespective - if I play this turn three for three mana, then on turn six use it for three more mana. I will accomplish for a total wait of six turns and cost of six mana what I could have done with 1 Lightning Bolt on turn 1 for 1 mana.

If I wait until turn 10, I can deal 7 damage for 6 mana and 10 turns. If I wait until turn 23 I can deal 20 damage.

All this is ignoring the fact that my opponant has had enough time to win three or four games and likely has drawn something to kill the enchantment.

Edit: My point was that it gave your opponant all the time in the world to prepare for it and that it isn't efficient. I admit that proliferate does make this card more playable. I am not saying that there is no way to make this work, but that the effort required to do so makes it pointless.